#version 300 es
uniform mat4 uMVPMatrix ;

uniform float uStartAngle;
uniform float uWidthSpan;

in vec3 aPosition;
in vec2 aTexCoors;
out vec2 vTextureCoord;
void main(){
    float angleSpanH=4.0*3.14159265;
    float startX=-uWidthSpan/2.0;
    float currAngle=uStartAngle+((aPosition.x-startX)/uWidthSpan)*angleSpanH;
    float tz=sin(currAngle)*0.1;
    gl_Position = uMVPMatrix * vec4(aPosition.x,aPosition.y,tz,1);
    vTextureCoord = aTexCoors;
}